This is a very good quest, sadly I was unable to complete it do to a game breaking bug which made so I couldn't fire missiles anymore, speaking of bugs, it's got a lot of them, also the difficulty felt a little off, it's very hard to find where to go but . . . the bosses are a little on the easy side, and when I say easy side I mean you literally have to try to die to die, for example: Phantoon might be a hard boss if it did more than 4 DAMAGE and I had 3 energy tanks at the meaning I'd die in 100 hit . . . yea no. also I got to the spider boss and didn't have the right upgrade and had to wait for way too long for it to kill me.
other than the problems stated above this is a very good game, and I can't wait to see what you make next
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Metroid: Origins
Overview
Feature Quest
Creator: ywkls Genre: Metroidvania Added: 06 Aug 2016 Updated: 01 Jan 2023 ZC Version: 2.53 Downloads: 1444 Rating[?]: |
Download Quest (12.26 MB) |
Information
A sidecrolling, Metroid adventure with a ton of scripted items, abilities, enemies and features.
About Reviews Comments Forum Topics
Description
Features: Fully scripted energy tank system, functional speed boost, grappling beam, charge beam, ice beam, sideview grip, morph ball and much more.
Fully scripted enemies and bosses, featuring creatures from Super Metroid and Metroid: Fusion.
Scripted save points that double as warp points.
3 overworlds with 100 items to obtain.
Fully scripted enemies and bosses, featuring creatures from Super Metroid and Metroid: Fusion.
Scripted save points that double as warp points.
3 overworlds with 100 items to obtain.
Version 1.0
8-6-16- Fixed a minor bug with the X-Ray visor.
8-7-16- Fixed a bug where the charge beam and diffusion missiles fire twice.
8-9-16
Change one screen that could become a potential trap if you entered without the gravity suit.
Disabled F6 continuing.
All script files except major headers are now included in the buffer and custom tango settings are zipped with the file.
8-11-16
Adjusted some rooms to try and prevent the player from getting stuck.
Adjusted the game over script so that your energy tanks are filled properly when you die.
Changed where the screw attack is required to get the Plasma Beam.
8-13-16
Fixed a sequence break where you can get the space jump without the ice beam.
Changed requirement for getting the Metroid: Fire to the charge beam.
Changed room with cracked blocks normally opened by beating the boss who guards the Spazer beam. Now, you must hit them with the Spazer Beam to advance.
Rewrote Phantoon script so that he's much easier to dodge.
8-17-16
Moved a few scripts around to compensate for game changes.
Made sure all bosses are correctly affected by new ice beam.
Made some other minor change that I've forgotten.
8-20-16
Added Charge Beam gate before Crocomire.
Added Ice Beam door before Space Jump.
Changed Watery Grave to make it easier to exit without the Gravity Suit.
Changed Broken Promises to make the Morph Ball required.
Changed Metroid boss where it can only be stunned by Ice Beam.
Fixed Screw Attack blocks so they behave correctly.
Fixed Metroid script where it can't die by going offscreen.
8-21-16
Changed some item messages slightly.
Fixed some errors in the setup of Phantoon.
Fixed a tile error in an elevator room.
Fixed bug so bombs and power bombs can't be used while teleporting.
Reworked Reserve Tank script. (Again).
8-22-16
Added in a 5th Reserve Tank that got edited out for various reasons.
Changed hint map to match new location.
9-4-16
Added repeating Speed Boost sound effect.
Added back in script for playing sounds in cutscenes.
Added sound effects for Samus landing.
Adjusted all bosses to ignore Metroid Helper.
Adjusted Space Jump to be easier to pull off.
Changed Arachnus script to slow down transformation and added roll animation.
Changed speed boosting so if hit a slope you'll keep speed boosting.
Fixed Low Heart Beep script.
Fixed more tile errors in elevator rooms.
9-5-16
Fixed glitchy inverse jumper.
Fixed a bug with Torizo's appearance.
9-7-16
Changed lower area to new cave tiles.
Fixed gltich with Restore Stations not actually healing you.
Fixed bug so Speed Boost doesn't work in areas that require Gravity Suit unless you have that.
Moved locations of a couple of items to prevent early acquisition of Power Bombs.
9-10-16
Added a door in Dorsal Access Point.
Fixed a solidity glitch in Heat Sink.
Removed Power Bomb flags from Road to Nowhere.
9-11-16
Fixed a tile error in Crocomire room.
9-19-16
Added enhanced Samus graphics.
Added Second Ending for getting 100% under 3 hours and not dying.
Added In-game timer function.
Changed final boss and escape sequence.
Fixed bug with Morph ball being drawn over overhead combos.
Fixed bug with Metroid enemy behavior.
Fixed bug where Spore Spawn's shell doesn't block attacks.
Reworked Serris boss script with help from Lejes.
8-6-16- Fixed a minor bug with the X-Ray visor.
8-7-16- Fixed a bug where the charge beam and diffusion missiles fire twice.
8-9-16
Change one screen that could become a potential trap if you entered without the gravity suit.
Disabled F6 continuing.
All script files except major headers are now included in the buffer and custom tango settings are zipped with the file.
8-11-16
Adjusted some rooms to try and prevent the player from getting stuck.
Adjusted the game over script so that your energy tanks are filled properly when you die.
Changed where the screw attack is required to get the Plasma Beam.
8-13-16
Fixed a sequence break where you can get the space jump without the ice beam.
Changed requirement for getting the Metroid: Fire to the charge beam.
Changed room with cracked blocks normally opened by beating the boss who guards the Spazer beam. Now, you must hit them with the Spazer Beam to advance.
Rewrote Phantoon script so that he's much easier to dodge.
8-17-16
Moved a few scripts around to compensate for game changes.
Made sure all bosses are correctly affected by new ice beam.
Made some other minor change that I've forgotten.
8-20-16
Added Charge Beam gate before Crocomire.
Added Ice Beam door before Space Jump.
Changed Watery Grave to make it easier to exit without the Gravity Suit.
Changed Broken Promises to make the Morph Ball required.
Changed Metroid boss where it can only be stunned by Ice Beam.
Fixed Screw Attack blocks so they behave correctly.
Fixed Metroid script where it can't die by going offscreen.
8-21-16
Changed some item messages slightly.
Fixed some errors in the setup of Phantoon.
Fixed a tile error in an elevator room.
Fixed bug so bombs and power bombs can't be used while teleporting.
Reworked Reserve Tank script. (Again).
8-22-16
Added in a 5th Reserve Tank that got edited out for various reasons.
Changed hint map to match new location.
9-4-16
Added repeating Speed Boost sound effect.
Added back in script for playing sounds in cutscenes.
Added sound effects for Samus landing.
Adjusted all bosses to ignore Metroid Helper.
Adjusted Space Jump to be easier to pull off.
Changed Arachnus script to slow down transformation and added roll animation.
Changed speed boosting so if hit a slope you'll keep speed boosting.
Fixed Low Heart Beep script.
Fixed more tile errors in elevator rooms.
9-5-16
Fixed glitchy inverse jumper.
Fixed a bug with Torizo's appearance.
9-7-16
Changed lower area to new cave tiles.
Fixed gltich with Restore Stations not actually healing you.
Fixed bug so Speed Boost doesn't work in areas that require Gravity Suit unless you have that.
Moved locations of a couple of items to prevent early acquisition of Power Bombs.
9-10-16
Added a door in Dorsal Access Point.
Fixed a solidity glitch in Heat Sink.
Removed Power Bomb flags from Road to Nowhere.
9-11-16
Fixed a tile error in Crocomire room.
9-19-16
Added enhanced Samus graphics.
Added Second Ending for getting 100% under 3 hours and not dying.
Added In-game timer function.
Changed final boss and escape sequence.
Fixed bug with Morph ball being drawn over overhead combos.
Fixed bug with Metroid enemy behavior.
Fixed bug where Spore Spawn's shell doesn't block attacks.
Reworked Serris boss script with help from Lejes.
Version 2.0
1-13-17
Changed Metroid Helper to continually loses HP while out, to prevent item abuse.
Changed various things that used different Misc slots into flags to make them more versatile.
Fixed issues with Ridley and Yakuza grabbing you automatically.
Fixed bug with infinite jumping.
1-15-17
Added Screw Attack and Speed Boost invulnerability.
Fixed a flag error in the Metroid: Fire upgrade room.
Made Speed Boost damage enemies.
Made it where you are pushed up a bit out of vertical doors to facilitate easy exits.
1-18-17
Fixed buggy collision code for player.
Changed Mother Brain and last boss to be vulnerable to Plasma Beam in case of ammo shortage.
1-19-17
Altered weapon code to respect blocking combos.
Rewrote game over, start menu and other scripts to try and eliminate invisibility glitch.
1-21-17
Added bombs and power bombs revealing secrets.
Changed Crocomire to not go offscreen if you got behind him.
Fixed Metroid HP rollover.
Moved grapple block that could get you stuck in the ceiling.
Reworked Phantoon slightly to make circling fireballs more destructible.
1-22-17
Changed some areas to make morph ball access easier.
Changed Power Bomb doors so they can be triggered at a distance.
Fixed Mother Brain and last boss so that the laser will hurt you.
Fixed secret solidity bug.
Fixed bug where some bosses where invulnerable.
Fixed glitch with Speed Boost graphics.
Fixed a bug with the countdown script.
2-19-17
Fixed bug in health code with hard mode settings.
Made it where ice beam covers the whole enemy.
3-13-17
Fixed bug with inverse jumper.
3-23-17
Fixed bugs with moving platforms holding you in midair until you jump.
Fixed major bug with health code.
1-7-17
Added Start Menu, with hard mode options.
Added Elevator script.
Added Game Over Menu.
Added automatically summoned charge beam, Metroid helper and diffusion missile scripts.
Fixed a bug with Spore Spawn's hitbox.
Fixed a bug with Charge beam and diffusion missile sprite showing up wrong.
Fixed enemy placement of Ki-Hunter.
Made some enemy projectiles drop items when you shoot them.
Made it where you can't move around while warping.
Made heart beep optional.
Reworked ice beam script to use actual lweapons. (Moved due to adjustments.)
It makes a solid platform at the enemies location the same width as it.
Added Start Menu, with hard mode options.
Added Elevator script.
Added Game Over Menu.
Added automatically summoned charge beam, Metroid helper and diffusion missile scripts.
Fixed a bug with Spore Spawn's hitbox.
Fixed a bug with Charge beam and diffusion missile sprite showing up wrong.
Fixed enemy placement of Ki-Hunter.
Made some enemy projectiles drop items when you shoot them.
Made it where you can't move around while warping.
Made heart beep optional.
Reworked ice beam script to use actual lweapons. (Moved due to adjustments.)
It makes a solid platform at the enemies location the same width as it.
1-13-17
Changed Metroid Helper to continually loses HP while out, to prevent item abuse.
Changed various things that used different Misc slots into flags to make them more versatile.
Fixed issues with Ridley and Yakuza grabbing you automatically.
Fixed bug with infinite jumping.
1-15-17
Added Screw Attack and Speed Boost invulnerability.
Fixed a flag error in the Metroid: Fire upgrade room.
Made Speed Boost damage enemies.
Made it where you are pushed up a bit out of vertical doors to facilitate easy exits.
1-18-17
Fixed buggy collision code for player.
Changed Mother Brain and last boss to be vulnerable to Plasma Beam in case of ammo shortage.
1-19-17
Altered weapon code to respect blocking combos.
Rewrote game over, start menu and other scripts to try and eliminate invisibility glitch.
1-21-17
Added bombs and power bombs revealing secrets.
Changed Crocomire to not go offscreen if you got behind him.
Fixed Metroid HP rollover.
Moved grapple block that could get you stuck in the ceiling.
Reworked Phantoon slightly to make circling fireballs more destructible.
1-22-17
Changed some areas to make morph ball access easier.
Changed Power Bomb doors so they can be triggered at a distance.
Fixed Mother Brain and last boss so that the laser will hurt you.
Fixed secret solidity bug.
Fixed bug where some bosses where invulnerable.
Fixed glitch with Speed Boost graphics.
Fixed a bug with the countdown script.
1-26-17
Added new ending narration.
Added Boss introductory messages.
Changed last boss shielded except in front.
Changed more areas to more easily accesible while morphed.
Fixed where bombs open normal doors and Super Missiles open Missile doors.
Fixed some flag errors.
Fixed Hyper Grip to be easier to use.
Fixed bug with bombs not showing in inventory.
Fixed bug with giant spider. Now invulnerabile to Power Bombs.
Fixed bug with moving platform scripts.
Fixed jumping bug with automatic doors.
Added new ending narration.
Added Boss introductory messages.
Changed last boss shielded except in front.
Changed more areas to more easily accesible while morphed.
Fixed where bombs open normal doors and Super Missiles open Missile doors.
Fixed some flag errors.
Fixed Hyper Grip to be easier to use.
Fixed bug with bombs not showing in inventory.
Fixed bug with giant spider. Now invulnerabile to Power Bombs.
Fixed bug with moving platform scripts.
Fixed jumping bug with automatic doors.
2-19-17
Fixed bug in health code with hard mode settings.
Made it where ice beam covers the whole enemy.
3-13-17
Fixed bug with inverse jumper.
3-23-17
Fixed bugs with moving platforms holding you in midair until you jump.
Fixed major bug with health code.
Version 3.0
11-30-21
Fixed bug with Zazabi sprite
Fixed bug with security doors
11-30-17
Added portals which respond to Quantum Key
Added Super Metroid-style item interface
Added adjustable controls
Added Subscreen icons for current Metroid helper, Atomizer.
Added Metroid HP Counter to Subscreen.
Added Script slots for Charge, ice beam.
Added Script slots for Grapple, X-ray
Added feature where Hyper Grip can be deactivated on the subscreen.
Added map, minimap scripts
Added 9 New Bosses
Added 3 new enemy scripts
Added total of 120 items.
Added hint on path to Crocomire.
Added New Overworld Areas- Dark Side, Crashed Ship
Added non-warp save points to ice area.
Added new beam firing code, including improved Charge Beam
Added more authentic sound effects
Added hint about using Metroid Helper to unlock Metroid: Fire.
Added escape hatch to Speed Boost route by Crocomire.
Added hints to Charge and Spazer vulnerable bosses.
Added recharge stations to 1st dark side save point.
Added one-tile escape route after getting Phase Nexus.
Added level 1-4 indicators to security gates.
Added clue to beating Last Metroid.
Added clue to tricky Shine Spark to Dark Side.
Added triangular X-ray visor script
Added new ice beam code.
Adjusted various graphics of the subscreen.
Adjusted placement of some scripts so they won't run during game over.
Adjusted Spiked Plants script.
Adjusted Samus sprites slightly.
Adjusted laser code where it detects full hitbox of Samus.
Changed Gravity Suit graphics.
Changed Energy Capsule to Regenerator
Changed Phase Modulator as Phase Nexus
Changed Atomic Distintegrator as Atomizer
Changed Hazard Suit to Quantum Key
Changed behavior of Yakuza.
Changed where Mother Brain respawns if you die after beating her.
Changed Alpha Skree to be only vulnerable to Charge Beam.
Changed Yakuza to only be vulnerable if Spazer is equipped.
Changed name of Security Point Omega
Changed super missiles where they shake the screen
Changed Metroid: Fire to require Metroid Helper to unlock.
Changed Speed Boost sound effect.
Changed some messages
Changed solidity of some ice combos.
Changed all Metroids to be vulnerable to Super Missiles.
Changed right exit to Kraid's room to be closed.
Changed Super Missile secret combo to 8-bit to avoid CSet errors.
Changed blocks in middle area ceiling to be more obvious.
Changed layer of portals.
Changed combos below Mother Brain to solid.
Changed Spazer Beam's item message.
Changed door to Gravity Nightmare to require Super Missile.
Changed Power Bomb secret tile to 8-bit.
Changed Serris shot sprites.
Changed parameters of Nightmare to make it easier.
Changed clue to lower left item cache, dark side.
Fixed typos.
Fixed bug where Area names don't show in subscreen.
Fixed bug with Arachnus graphics
Fixed bug with portals, finished portal set up.
Fixed bug with Ninja Pirate.
Fixed screen design of Crawlways.
Fixed bug with Security Terminals.
Fixed enemy placement for Sidehoppers, Dessgeegas.
Fixed ice beam destroying floors.
Fixed Metroid HP rollover.
Fixed bug where you can die during a game over.
Fixed bug with security doors.
Fixed bug where Game Over causes icons to disappear.
Fixed bug with X-ray item script.
Fixed bug with Hybrid Queen's wings.
Fixed various bugs with ending sequence.
Fixed solidity error in Monitor Station
Fixed bug with Eye of Fate defenses
Fixed bug with Computer Core defenses
Fixed bug with Regenerator.
Fixed item script settings
Fixed bug with jumping on moving platforms
Fixed bug with start menu.
Fixed bug with Super Missiles hitting solid objects.
Fixed bug with Charge Beam not firing.
Fixed bug where Plasma plus ice doesn't pierce enemies.
Fixed where missiles won't react to solid objects at all.
Fixed bug where diffusion missiles won't fire.
Fixed bug with Wave Beam sfx.
Fixed flag errors.
Fixed Hyper Grip again.
Fixed a bug where projectiles would collide with enemies when they shouldn't.
Fixed a bug with the save/warp system.
Fixed flag error in Diffusion Missile room.
Fixed tile errors.
Fixed Kraid transparency.
Fixed bug where Diffusion Missiles would sometimes fire 2 shots
Fixed bug where Hyper Grip operated while morphed.
Fixed some combo flags on shootable combos.
Fixed more bugs with last Metroid fight.
Fixed bug with ice beam sound effect.
Fixed bug with Draygon being vulnerable from behind.
Fixed transparency of Spiked Plants.
Fixed some solidity issues.
Fixed bug where it is possible to un-morph while scrolling onto another screen.
Fixed bug where Samus would disappear if you jumped while crouching.
Made ice beam platforms persist across screens.
Renamed Security Access Omega.
Removed Dodongo sound effect from Serris fight.
Reworked script for Last Metroid fight.
Updated Morph Ball icon.
Updated Item appearances.
Updated enemy appearances
Updated code for all projectiles slightly.
Added portals which respond to Quantum Key
Added Super Metroid-style item interface
Added adjustable controls
Added Subscreen icons for current Metroid helper, Atomizer.
Added Metroid HP Counter to Subscreen.
Added Script slots for Charge, ice beam.
Added Script slots for Grapple, X-ray
Added feature where Hyper Grip can be deactivated on the subscreen.
Added map, minimap scripts
Added 9 New Bosses
Added 3 new enemy scripts
Added total of 120 items.
Added hint on path to Crocomire.
Added New Overworld Areas- Dark Side, Crashed Ship
Added non-warp save points to ice area.
Added new beam firing code, including improved Charge Beam
Added more authentic sound effects
Added hint about using Metroid Helper to unlock Metroid: Fire.
Added escape hatch to Speed Boost route by Crocomire.
Added hints to Charge and Spazer vulnerable bosses.
Added recharge stations to 1st dark side save point.
Added one-tile escape route after getting Phase Nexus.
Added level 1-4 indicators to security gates.
Added clue to beating Last Metroid.
Added clue to tricky Shine Spark to Dark Side.
Added triangular X-ray visor script
Added new ice beam code.
Adjusted various graphics of the subscreen.
Adjusted placement of some scripts so they won't run during game over.
Adjusted Spiked Plants script.
Adjusted Samus sprites slightly.
Adjusted laser code where it detects full hitbox of Samus.
Changed Gravity Suit graphics.
Changed Energy Capsule to Regenerator
Changed Phase Modulator as Phase Nexus
Changed Atomic Distintegrator as Atomizer
Changed Hazard Suit to Quantum Key
Changed behavior of Yakuza.
Changed where Mother Brain respawns if you die after beating her.
Changed Alpha Skree to be only vulnerable to Charge Beam.
Changed Yakuza to only be vulnerable if Spazer is equipped.
Changed name of Security Point Omega
Changed super missiles where they shake the screen
Changed Metroid: Fire to require Metroid Helper to unlock.
Changed Speed Boost sound effect.
Changed some messages
Changed solidity of some ice combos.
Changed all Metroids to be vulnerable to Super Missiles.
Changed right exit to Kraid's room to be closed.
Changed Super Missile secret combo to 8-bit to avoid CSet errors.
Changed blocks in middle area ceiling to be more obvious.
Changed layer of portals.
Changed combos below Mother Brain to solid.
Changed Spazer Beam's item message.
Changed door to Gravity Nightmare to require Super Missile.
Changed Power Bomb secret tile to 8-bit.
Changed Serris shot sprites.
Changed parameters of Nightmare to make it easier.
Changed clue to lower left item cache, dark side.
Fixed typos.
Fixed bug where Area names don't show in subscreen.
Fixed bug with Arachnus graphics
Fixed bug with portals, finished portal set up.
Fixed bug with Ninja Pirate.
Fixed screen design of Crawlways.
Fixed bug with Security Terminals.
Fixed enemy placement for Sidehoppers, Dessgeegas.
Fixed ice beam destroying floors.
Fixed Metroid HP rollover.
Fixed bug where you can die during a game over.
Fixed bug with security doors.
Fixed bug where Game Over causes icons to disappear.
Fixed bug with X-ray item script.
Fixed bug with Hybrid Queen's wings.
Fixed various bugs with ending sequence.
Fixed solidity error in Monitor Station
Fixed bug with Eye of Fate defenses
Fixed bug with Computer Core defenses
Fixed bug with Regenerator.
Fixed item script settings
Fixed bug with jumping on moving platforms
Fixed bug with start menu.
Fixed bug with Super Missiles hitting solid objects.
Fixed bug with Charge Beam not firing.
Fixed bug where Plasma plus ice doesn't pierce enemies.
Fixed where missiles won't react to solid objects at all.
Fixed bug where diffusion missiles won't fire.
Fixed bug with Wave Beam sfx.
Fixed flag errors.
Fixed Hyper Grip again.
Fixed a bug where projectiles would collide with enemies when they shouldn't.
Fixed a bug with the save/warp system.
Fixed flag error in Diffusion Missile room.
Fixed tile errors.
Fixed Kraid transparency.
Fixed bug where Diffusion Missiles would sometimes fire 2 shots
Fixed bug where Hyper Grip operated while morphed.
Fixed some combo flags on shootable combos.
Fixed more bugs with last Metroid fight.
Fixed bug with ice beam sound effect.
Fixed bug with Draygon being vulnerable from behind.
Fixed transparency of Spiked Plants.
Fixed some solidity issues.
Fixed bug where it is possible to un-morph while scrolling onto another screen.
Fixed bug where Samus would disappear if you jumped while crouching.
Made ice beam platforms persist across screens.
Renamed Security Access Omega.
Removed Dodongo sound effect from Serris fight.
Reworked script for Last Metroid fight.
Updated Morph Ball icon.
Updated Item appearances.
Updated enemy appearances
Updated code for all projectiles slightly.
11-30-21
Fixed bug with Zazabi sprite
Fixed bug with security doors
Version 4.0
12-31-22
Updated quest to ZC Version 2.53
Added Omega Block
Added "A", "B" and "C" blocks to indicated where some doors open
Added symbol from Metroid Zero Mission to computer room and corresponding Dorsal room before Serris
Added warping to Dark Side save points
Adjusted some screens on the Dark Side
Adjusted some enemy tiles
Adjusted some layers
Changed Hyper Grip sprite
Changed some enemy sprites
Fixed bug with morph ball after getting Gravity Suit in 2.53
Fixed bugs with morph ball in 2.53
Fixed bug with charge beam in 2.53
Fixed bug with Atomizer indicator in 2.53
Fixed bug with Metroid Fire indicator in 2.53
Fixed bugs with some enemy CSets in 2.53
Fixed bug with purple door CSet in 2.53
Fixed CSet bug with subscreen cursor in 2.53
Fixed bug with passage near bombs
Fixed bug with 3rd Dark Side portal
Fixed bug with Botwoon projectiles
Fixed some combo errors
Fixed layer error
Fixed bug with X-Ray Visor
Fixed Triaxis sprite
Fixed secret error
Removed frozen enemy sprite drawing
Updated scripted map
Updated quest to ZC Version 2.53
Added Omega Block
Added "A", "B" and "C" blocks to indicated where some doors open
Added symbol from Metroid Zero Mission to computer room and corresponding Dorsal room before Serris
Added warping to Dark Side save points
Adjusted some screens on the Dark Side
Adjusted some enemy tiles
Adjusted some layers
Changed Hyper Grip sprite
Changed some enemy sprites
Fixed bug with morph ball after getting Gravity Suit in 2.53
Fixed bugs with morph ball in 2.53
Fixed bug with charge beam in 2.53
Fixed bug with Atomizer indicator in 2.53
Fixed bug with Metroid Fire indicator in 2.53
Fixed bugs with some enemy CSets in 2.53
Fixed bug with purple door CSet in 2.53
Fixed CSet bug with subscreen cursor in 2.53
Fixed bug with passage near bombs
Fixed bug with 3rd Dark Side portal
Fixed bug with Botwoon projectiles
Fixed some combo errors
Fixed layer error
Fixed bug with X-Ray Visor
Fixed Triaxis sprite
Fixed secret error
Removed frozen enemy sprite drawing
Updated scripted map
Story
It has been one year since the events of Metroid: Fusion and bounty hunter Samus Aran has received a distress signal from the mysterious uncharted planet designated Galactic Federation #8791. Upon landing, she finds traces of Federation soldiers along with Chozo technology that tells the story of a previously unknown chapter in their history.
Tips & Cheats
N/A
Credits
Tileset- Toaofgamecube
Message More Tiles- supertails2001
Various Tiles- MoscowModder
Moving Platform- Moosh
Variable & Space Jump Script- Lejes
Qhakebuster, Countdown Script- Gleeok
Sideview Enemies- Moosh, Alucard648
Other Tiles- Bob, DarkSB24, Recker, Tommy Lee
Screw Attack Script- MoscowModder, justin, me
Testers- Eppy, Dimentio, Lejes, Obderhode, Epsalon ZX, chocobothief12
Save/Warp Script- ZoriaRPG
-Special Thanks-
ZoriaRPG- For motivating me to try things I didn't think I could do.
Moosh- For making the sideview enemy pack and publicly releasing the script that runs the grapple beam.
C-Dawg- For creating Zodiac: Story of the Guardian and inspiring much of this.
MeleeWizard- For doing an LP of Zodiac, which gave me lots of ideas.
The ZC Scripting Skype Group.
All other scripters, Nintendo, Spriter's Resource, Zelda Sounds.
Message More Tiles- supertails2001
Various Tiles- MoscowModder
Moving Platform- Moosh
Variable & Space Jump Script- Lejes
Qhakebuster, Countdown Script- Gleeok
Sideview Enemies- Moosh, Alucard648
Other Tiles- Bob, DarkSB24, Recker, Tommy Lee
Screw Attack Script- MoscowModder, justin, me
Testers- Eppy, Dimentio, Lejes, Obderhode, Epsalon ZX, chocobothief12
Save/Warp Script- ZoriaRPG
-Special Thanks-
ZoriaRPG- For motivating me to try things I didn't think I could do.
Moosh- For making the sideview enemy pack and publicly releasing the script that runs the grapple beam.
C-Dawg- For creating Zodiac: Story of the Guardian and inspiring much of this.
MeleeWizard- For doing an LP of Zodiac, which gave me lots of ideas.
The ZC Scripting Skype Group.
All other scripters, Nintendo, Spriter's Resource, Zelda Sounds.
Sephiroth
Posted 23 January 2017 - 10:41 AM
Given the limitations of ZC's engine, I am quite astounded by ywkls's capabilities as both a quest designer as well as a scripter, to be able to insert a fully-fledged sideview platformer into the ZC engine. Metroid: Origins spans 3 overworld maps from what I was able to make of it, and his area design was definitely on-par with a Metroid environment. (I say this despite not having played much Metroid official titles except Prime 1, 2 & 3). Each area served its purpose, plenty of backtracking and figuring out where to go. The spacebar map -helped tremendously- throughout the adventure. He's got plenty of little upgrades and secrets hidden all over the place. However, given the length of the quest and the amount of things within it, I feel some of the upgrades and items in the quest just do not belong. The controls of the quest is another thing, as it uses the standard selectable A/B button item feature in ZC 2.50, it also uses all 4 of the EX buttons for additional things. Some of the controls just downright are -not- explaind at all, such as the "Shine Sprite" functionality of the speed boost upgrade you get about halfway in. ywkls had to explain how it worked for me in Twitch Chat, and even then it took me about 15 minutes to finally figure out how that control scheme worked. So there's a bit of a control learning curve in this quest as well.
The Metroid you get from the start, rarely used to uncover secrets and/or open key paths to provide for additional progression throughout the quest. It's entirely useless in boss fights (and I can understand why, too) and outside of that the micromanaging of it's health value is something that we could be without. While its nice to have a companion that assists with combat, where it's needed the most it just does nothing. A good upgrade for it would be to draw its health value on the subscreen while it's active/inactive but on either the A or B button. Another good upgrade for the metroid is to use it to uncover more secrets than what exists in the quest currently.
The grapple beam, albeit gimmicky at best, is another of those difficult to learn items. And even then when I was first playing around with it, I got myself stuck in a ceiling and had to reset in order to continue. I do like its functionality, however. ... It's just quite difficult to pull off from the get-go, so I tried to come up with other methods to avoid having to use it.
The Wall Climbing functionality found later on in the quest is quite difficult to pull off. I found myself being unable to properly GRIP the wall, and then fall down to the bottom of the shaft I was trying to climb up, only to have to try again. Then again, from what I was told it was easier to pull off in an older version of the quest, but also easier to get yourself stuck -in- the wall as well. I'm glad I didn't have to deal with being stuck in the wall.
Some of the morph ball paths also frustrated me as well, but these have since been modified to not be that rage-inducing, so I can let this slide. However, there -is- a bit of a problem when it comes to collision checks and ceilings with bomb-jumping (and even regular jumping later on after the upgrade). It appears the collision detection for the ceiling while morphed is 8 pixels BELOW the actual ceiling tiles themselves, which is causing this erratic behavior. While the sloped blocks in the morph passageways allow for easier traversing them back upwards is helpful, that is merely a bandaid-fix on this, and I'd recommend reworking the collision detection to allow for those additional 8 pixels of space so you can bomb-jump up to the ceiling instead of being stopped 8-pixels away.
Despite the above problems I've laid out, the scripted bosses and enemies all provide a more authentic Metroid experience within the ZC engine. I would definitely be looking forward to any sequels of this quest and would like to play through them whenever they are released. Overall rating: 4/5 stars. There's definitely room for improvement here. Keep it up ywkls.
The Metroid you get from the start, rarely used to uncover secrets and/or open key paths to provide for additional progression throughout the quest. It's entirely useless in boss fights (and I can understand why, too) and outside of that the micromanaging of it's health value is something that we could be without. While its nice to have a companion that assists with combat, where it's needed the most it just does nothing. A good upgrade for it would be to draw its health value on the subscreen while it's active/inactive but on either the A or B button. Another good upgrade for the metroid is to use it to uncover more secrets than what exists in the quest currently.
The grapple beam, albeit gimmicky at best, is another of those difficult to learn items. And even then when I was first playing around with it, I got myself stuck in a ceiling and had to reset in order to continue. I do like its functionality, however. ... It's just quite difficult to pull off from the get-go, so I tried to come up with other methods to avoid having to use it.
The Wall Climbing functionality found later on in the quest is quite difficult to pull off. I found myself being unable to properly GRIP the wall, and then fall down to the bottom of the shaft I was trying to climb up, only to have to try again. Then again, from what I was told it was easier to pull off in an older version of the quest, but also easier to get yourself stuck -in- the wall as well. I'm glad I didn't have to deal with being stuck in the wall.
Some of the morph ball paths also frustrated me as well, but these have since been modified to not be that rage-inducing, so I can let this slide. However, there -is- a bit of a problem when it comes to collision checks and ceilings with bomb-jumping (and even regular jumping later on after the upgrade). It appears the collision detection for the ceiling while morphed is 8 pixels BELOW the actual ceiling tiles themselves, which is causing this erratic behavior. While the sloped blocks in the morph passageways allow for easier traversing them back upwards is helpful, that is merely a bandaid-fix on this, and I'd recommend reworking the collision detection to allow for those additional 8 pixels of space so you can bomb-jump up to the ceiling instead of being stopped 8-pixels away.
Despite the above problems I've laid out, the scripted bosses and enemies all provide a more authentic Metroid experience within the ZC engine. I would definitely be looking forward to any sequels of this quest and would like to play through them whenever they are released. Overall rating: 4/5 stars. There's definitely room for improvement here. Keep it up ywkls.
- Lightwulf and ywkls like this
Epsalon ZX
Edited 17 August 2016 - 01:45 PM
Imagine using a Zelda maker program to make a almost completely real Metroid game. That takes some incredible talent.
Originally rough around the edges...its polished into a true masterpiece in my opinion. Metroid is a seriously underrated series...and this quest adds one more game into a sadly underappreciated series.
Originally rough around the edges...its polished into a true masterpiece in my opinion. Metroid is a seriously underrated series...and this quest adds one more game into a sadly underappreciated series.
- Lightwulf and ywkls like this
MermaidCim
Posted 13 August 2016 - 02:07 PM
i want more quests to follow the smoothness this had. This game was very well done.
The only small issue i had was I got stuck in like a ledge or two changing screens but it wasn't gamebreaking.
Everything was put well together. I am impressed
5
The only small issue i had was I got stuck in like a ledge or two changing screens but it wasn't gamebreaking.
Everything was put well together. I am impressed
5
- Epsalon ZX and ywkls like this
SyrianBallaS
Edited 23 August 2016 - 08:33 PM
I'm gonna try this.
Edit: So far I actually like this, graphics design could use an overhaul or sharpened. Pretty much the smoother something looks the more sprites it has. Blocky things have less. I recommend using piskel for simple things and GraphicsGale for more complex things. Or you could use the Allegro sprite editor since ZC runs on it. Animations a bit sloppy but not that bad. Even if what I said sounded harsh, it's only enough for me dock 1 star. It's not too big a deal.
Edit 2: The graphics part isn't your fault, I forgot I was using a 3rd party graphics enhancer and it seems ZC is incompatible with it.
Edit: So far I actually like this
Edit 2: The graphics part isn't your fault, I forgot I was using a 3rd party graphics enhancer and it seems ZC is incompatible with it.
- ywkls likes this
Epsalon ZX
Edited 11 August 2016 - 01:24 AM
Hello Again.
I'm giving your release another go. I'm up to Kraid so far. Some observations.
The balancing is tremendously better and the controls flow smoother. I even managed to figure out what barricade the Metroid was supposed to destroy with the fire this time around. LOL
There are far less shortcuts to sequence break...but I think I noticed one. I remember that you're not supposed to be able to return to the first area until around the time you find the High Jump Boots...but its possible to go back sooner via the warp system. I don't know if there is a way you can code it so you can't warp back to the ship until a certain point in the game or not. Speaking of the ship....I noticed a number 7 floating towards the center of something. It comes and goes when changing screens or pulling up the save menu. Is there a point to that number, or is it just there for some reason. More annoying and importantly....when you load a save game...you're total energy tanks are completely invisible...so there is no way to tell how much energy you have...especially for a boss fight. This didn't happen in the beta....so I assume there was a mistake in coding somewhere.
I love the additions. The menu options for saving and refill stations, and especially the warp addition. Makes it feel more metroidy. Bosses seem better balanced too. I'll continue playing.
BTW, have you played the AM2R remake yet?
Addition: The energy tank display glitch is removed when you refill at a station...the actual trigger is dying, save & quit, then reload. It doesn't happen if you load after actually saving.
The Roundabout way on the plant world...once you get the Phase Modular...its almost impossible to get back up the chute if you don't already have the Spring Ball. I actually got stuck here...and since I can't F6 and there's no warp here...I may have to take a death to get back. I like that you locked the F6...adds another element of challenge.
Back to balancing...I've been thinking about the Plasma Beam. Because of how OP'd it is....(Its Master Sword strength, right?), I think it would be better to make it available late game instead of as soon as you get the Hyper Grip. This can easily be done by blocking it off with some Screw Attack tiles. Homing Missile tiles could work too, but I think that may be a little too far. I fought all the bosses with Missiles this time around. Its very doable. What do you think?
Super Missile over the Yellow door in ventral access point...if you don't have the spring ball...you can't get back through the passage. Bomb jumping doesn't get you in that narrow space...I think because of the slanted roof right above it. Its not a likely place to get stuck. but it can happen.
I figured out the numbers. I see you have the warps numbered. I didn't realize it was above all the save points.
Final Edit: Ok. I played the whole thing. 97%...six deaths. I'm missing a energy tank and power bomb. The last is either another missile (I have 150) or a fifth reserve tank.
I see improvement in the Space Jump...its a bit more manageable...but still frustrating. I don't think it can be improved upon anymore though. I did have a easier time with it...so I'm happy with that. I still think it is a bit on the easy side for a metroid game...but I did enjoy playing it. I give it four stars for the effort and work put in. Thanks for another fun Metroid game.
I'm giving your release another go. I'm up to Kraid so far. Some observations.
The balancing is tremendously better and the controls flow smoother. I even managed to figure out what barricade the Metroid was supposed to destroy with the fire this time around. LOL
There are far less shortcuts to sequence break...but I think I noticed one. I remember that you're not supposed to be able to return to the first area until around the time you find the High Jump Boots...but its possible to go back sooner via the warp system. I don't know if there is a way you can code it so you can't warp back to the ship until a certain point in the game or not. Speaking of the ship....I noticed a number 7 floating towards the center of something. It comes and goes when changing screens or pulling up the save menu. Is there a point to that number, or is it just there for some reason. More annoying and importantly....when you load a save game...you're total energy tanks are completely invisible...so there is no way to tell how much energy you have...especially for a boss fight. This didn't happen in the beta....so I assume there was a mistake in coding somewhere.
I love the additions. The menu options for saving and refill stations, and especially the warp addition. Makes it feel more metroidy. Bosses seem better balanced too. I'll continue playing.
BTW, have you played the AM2R remake yet?
Addition: The energy tank display glitch is removed when you refill at a station...the actual trigger is dying, save & quit, then reload. It doesn't happen if you load after actually saving.
The Roundabout way on the plant world...once you get the Phase Modular...its almost impossible to get back up the chute if you don't already have the Spring Ball. I actually got stuck here...and since I can't F6 and there's no warp here...I may have to take a death to get back. I like that you locked the F6...adds another element of challenge.
Back to balancing...I've been thinking about the Plasma Beam. Because of how OP'd it is....(Its Master Sword strength, right?), I think it would be better to make it available late game instead of as soon as you get the Hyper Grip. This can easily be done by blocking it off with some Screw Attack tiles. Homing Missile tiles could work too, but I think that may be a little too far. I fought all the bosses with Missiles this time around. Its very doable. What do you think?
Super Missile over the Yellow door in ventral access point...if you don't have the spring ball...you can't get back through the passage. Bomb jumping doesn't get you in that narrow space...I think because of the slanted roof right above it. Its not a likely place to get stuck. but it can happen.
I figured out the numbers. I see you have the warps numbered. I didn't realize it was above all the save points.
Final Edit: Ok. I played the whole thing. 97%...six deaths. I'm missing a energy tank and power bomb. The last is either another missile (I have 150) or a fifth reserve tank.
I see improvement in the Space Jump...its a bit more manageable...but still frustrating. I don't think it can be improved upon anymore though. I did have a easier time with it...so I'm happy with that. I still think it is a bit on the easy side for a metroid game...but I did enjoy playing it. I give it four stars for the effort and work put in. Thanks for another fun Metroid game.
- ywkls likes this
chocobothief12
Posted 06 August 2016 - 01:41 PM
I really want to like this game, but the jumping is a pain. That slow descent that looks like you're falling off invisible ledges constantly is a big issue. There's also a bit of a problem with enemies and bosses having a much larger hurt box than they should. I'll keep playing it of course, but hopefully things could be tweaked a bit to make it a better experience.
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